A discussion about the Balance category for Review evolved in the sticky Review Thread in the middle of a dispute regarding the Reviews of Marston Moor by Medieval Warfare.
MW (Ancient War), Berserker Jerker, Stephen Richards, and many others were involved in the discussion. We would also like to expand the topic further to discuss balance in regard to scenario design in general. I will open the discussion by providing a response to their posts held in the review thread, and hopefully everyone can follow and join us in a discussion about Balance.
The origin of the discussion can be found in _______________________________________________________ Quoted from Berserker: I personally think balance is the most clouded area in the Tutorial, not a fault of the tutorial, but rather a case of establishing what is a “veteran” player. To give an example here, if we look at Marston Moor reviews (as an example only, this can be our hypothetical scenario), there are currently 3 reviews, each having slightly different views of Balance. Berserker: Quoted from Colo’s review: MM is very easy on the easy setting; slightly difficult on medium, and downright insanely brutal on hard. Colo's comment is brief and vague, but describes excellent (perfect) balance as noted in the tutorial, and he has scored it as such. It is not a good review comment on balance but it is enough to get by those pesky review Mods. Quoted from Zak’s review: I was simply devastated when they mowed down a whole division of horse while suffering little, whereas in easy level that same division of horse was able to beat them with moderate casualties. I had to come up with a solid strategy to win at the medium level. Zak's comments describe excellent balance, but his score doesn't reflect this. There was more to Zak's comments and his comments about the 'easy' level although not keeping with the tutorial was a reasonable consideration. Still, in all fairness, and in keeping with the tutorial, he should have given the intent and goals of the design the benefit of the doubt for a constructed choice indicated as 'easy.' Quoted from Sceletar’s review: On Easy level any average player can finish it in the first try. On moderate the campaign is slightly difficult but experienced players will not find it much of a challenge. Veteran players who are good at fixed force should have no difficulty in finishing it on hard, though inexperienced players can find it pretty challenging on hard level. Overall the campaign is fairly balanced but I suggest making it a bit more difficult on hard.4 Reason: A campaign/scenario's balance need only to be constructed so a player can learn how to complete the objective(s) using skill, provide a challenge for a veteran player, without causing frustration, and not be completed without the player losing a few times, to be considered excellent. The tutorial becomes clouded only when we focus on the built in difficulty level choices and/or custom designed level choices (as easy or hard) in relation to our own skill This consideration is often overemphasized and/or is unfairly made the sole consideration in a Review. We should keep in mind that this is not the only consideration for balance the tutorial directs us to make as Reviewers. There is more to consider in balance than just determining whether we found a difficulty level to be easy or hard. We must consider the goals and intent of the design (and objectives). Many objectives are created to just drive the story and the goal is to advance the story. We need to give the designer and the design the benefit of the doubt. MW made the best valid argument in defense of his design's balance simply because he used all the instructions in the tutorial to reconsider his balance. We should take our skill level into account as we review and score the balance not review and score balance based exclusively on it. We should deduct in balance when the scenario fails to provide a way to learn/discover/use the needed skill(s) to achieve the objective(s). We should deduct in balance when the skill(s) needed to achieve the objective(s) is neither intrinsic (standard skills essential to playing Age of Kings, and actualized through the veteran player), or ascertainable (skills trained in the scenario essential to the specific game play). We should deduct in balance when the scenario fails to provide the balance indicated, and/or intended. The built in Age of Kings difficulty dynamics alone should be enough to achieve an excellent score if the game play is coordinated with it. However when a design attempts to creatively enhance, or alter this built in balance, the constructs must be balanced. The built in or custom difficulty levels must play as indicated and expected (easy should be easy and hard should be hard). A veteran player with advanced skills should play the Hard level and find the objective(s) challenging. Challenging is defined in the tutorial as unable to complete the objective(s) without a few reloads. The tutorial does not ask that a design match or adjust to each and every player's skill perfectly. Therefore we should not have that expectation of any campaign/scenario, and we should not score balance based on such an absurdity. We should deduct in balance when the scenario fails to provide a challenge defined by the tutorial, and indicated and/or intended by the design. We should deduct in balance when the intended challenge causes player frustration, by forcing us to pause, save game, or restart too many times. (all to be considered in relation to the sense of accomplishment and/or reward). We should deduct in balance when the difficulty of the objective(s) cannot be mastered by skill. Examples are; misleading, incorrect, or confusing directions, instructions, and/or hints. a failed game aspect (unnoticed bug that causes imbalance), objective challenge(s) that depend too heavily on random or chance events and/or require only luck to achieve (player perception is what matters not the actual system). Impossible objective(s) (designer adds units, reduces timed aspects, etc., making the objective(s) impossible to complete). I think I am beginning to understand why Tannuer makes such simplified assertions about reviewing balance. However, I still believe that every level played can and should be considered for balance using the tutorial as MW has in his considerations for his MM design's balance. Unexpected phenomenon can occur in a custom design inside the built in choices for difficulty. The built in Age of Kings game dynamics can upset a design's intent and goals for balance, much like the Standard AI often upsets a design's intent for playability. Moreover, in the original hypothesis with the hypothetical 'too hard' and 'too easy' scenario I assumed that the built in choices for difficulty were considered as 'too easy' and 'too hard' based on the tutorial rather than just based on whether or not I completed the scenario or even found good balance in one level. Quoted from Stephen: Surely, by definition, a scenario cannot be 'just right' on more than one difficulty level. If it is too easy on moderate then it must be too easy on standard etc (assuming difficulty levels are incorporated) Stephen:
The tutorial clearly establishes that a veteran player has at least played through the campaigns included with the game and have a good knowledge of the game. This is the definition of a veteran player.
Hard level was far more of a challenge. Much more micromanagement was needed and a bit of luck as well. I lost more than 10 times before refining my tactics and finding a strategy that worked
Sceletar’s comments describes good balance and he has scored it as good. However, I would question his approach that led him to think the balance was good and not excellent.
My hypothetical scenario was devised to prove that considering a scenario's balanced based just on the fact that we found one built in difficulty level we could complete is not keeping with the tutorial. It was easy for BJ to support his view when the hypothetical scenario's Moderate level has good balance, and the only thing we are considering for balance is whether or not we are able to complete the objective(s).
"What Ana said. Use sugar and the whip." - aka the Pilot
"I think you will realize the emphasis was on Ana and Cake." - Monk